Astrobear Posted July 16, 2019 Posted July 16, 2019 Hey guys. Playing my first toon with Radiation Emission & I’m confused about something. Why doesn’t Enervating Field toggle off when the targeted mob & all the other mobs around it are defeated?
MunkiLord Posted July 16, 2019 Posted July 16, 2019 It was changed at some point back to keep debuffs up after the anchor died. The Trevor Project
Astrobear Posted July 16, 2019 Author Posted July 16, 2019 Oh so it keeps debuffing? So can I just fire it off at the first Mob in an instance then just leave it running as a toggle?
Bopper Posted July 16, 2019 Posted July 16, 2019 The toggle (for Enervating Field and Radiation Infection) will remain anchored to a target even when dead. However, if the dead target despawns (disappears), then the toggle turns off. PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn
echosam Posted July 17, 2019 Posted July 17, 2019 A common complaint of Rad players was their debuff ended when the anchor died. It caused a lot if irritation with those with the Radiation set. "The mob with the green stuff is debuffing all the others, kill him last"... but everyone ignored it, and sometimes seemed to gravitate towards killing it first... Much discussion how to properly pick an anchor for it to survive the longest. Caused some amount of team drama as Rad Defenders, Controllers and Corrupters became very irritated with the team over this. And, non Rads understood... I eventually got to the point I only bothered wasting the time and End on it for Elite Bosses and above, unless it was a particularly troublesome boss or group. Anything else died to fast. Now, it is less an issue because the debuff lasts after the anchors death, so Rads dont have to sweat it any more... much quieter of their teammates, too.
Snakebit Posted July 17, 2019 Posted July 17, 2019 You have to pay attention to how fast the spawn is being defeated so that you can toggle it off now. Otherwise you'll be waiting for recharge when you get to the next group. On really fast teams there's literally no point in using EF/RI, it takes too long to take effect before the spawn is gone and you are moving on to the next. I spend less endurance and frustration by just not using it if the spawns are gone in less than 15 or so seconds. ________________ Freedom toons: Illuminata Phoebros Mim Ogrebane
Bopper Posted July 17, 2019 Posted July 17, 2019 You have to pay attention to how fast the spawn is being defeated so that you can toggle it off now. Otherwise you'll be waiting for recharge when you get to the next group. On really fast teams there's literally no point in using EF/RI, it takes too long to take effect before the spawn is gone and you are moving on to the next. I spend less endurance and frustration by just not using it if the spawns are gone in less than 15 or so seconds. If you're going through mobs that fast, you might want to up the difficulty. But yes, if the group is simply OP for the content, you likely won't both with debuffs. But that applies to any powerset, not just Rad Emission. PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn
Clave Dark 5 Posted July 18, 2019 Posted July 18, 2019 You have to pay attention to how fast the spawn is being defeated so that you can toggle it off now. Otherwise you'll be waiting for recharge when you get to the next group. On really fast teams there's literally no point in using EF/RI, it takes too long to take effect before the spawn is gone and you are moving on to the next. I spend less endurance and frustration by just not using it if the spawns are gone in less than 15 or so seconds. My Corr has been there and often finds herself ignoring that and Disintegrate from her Beam Rifle for the same reasons. Also worht noting: some targets you might cast it on disappear as soon as they die, de-toggling your EF, like Circle Of Thorns ghosties and Council Zenith Hoverbots. So it pays to pick your target when facing them, if you use it. Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game... ╔═══════════════════════════════════════════════════════════════════════════════════╗ Clave's Sure-Fire Secrets to Enjoying City Of Heroes Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise. This game isn't hard work, it's easy! Go have fun! ╚═══════════════════════════════════════════════════════════════════════════════════╝
GritIron Posted July 18, 2019 Posted July 18, 2019 The toggle (for Enervating Field and Radiation Infection) will remain anchored to a target even when dead. However, if the dead target despawns (disappears), then the toggle turns off. Good explanation right there. +1 influence for you
srmalloy Posted July 18, 2019 Posted July 18, 2019 Also worht noting: some targets you might cast it on disappear as soon as they die, de-toggling your EF, like Circle Of Thorns ghosties and Council Zenith Hoverbots. So it pays to pick your target when facing them, if you use it. It's the same constraints; what makes them different is that they despawn immediately upon defeat, whereas most 'animate' mobs lie around as a body for a bit before the police teleporters lock onto them and drag them off to the Zig.
Clave Dark 5 Posted July 19, 2019 Posted July 19, 2019 Also worht noting: some targets you might cast it on disappear as soon as they die, de-toggling your EF, like Circle Of Thorns ghosties and Council Zenith Hoverbots. So it pays to pick your target when facing them, if you use it. It's the same constraints; what makes them different is that they despawn immediately upon defeat, whereas most 'animate' mobs lie around as a body for a bit before the police teleporters lock onto them and drag them off to the Zig. Exactly. I have on occasion used this on a team that was fast-moving but not too fast moving, to save myself the need to detoggle as we move on. Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game... ╔═══════════════════════════════════════════════════════════════════════════════════╗ Clave's Sure-Fire Secrets to Enjoying City Of Heroes Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise. This game isn't hard work, it's easy! Go have fun! ╚═══════════════════════════════════════════════════════════════════════════════════╝
Uun Posted July 19, 2019 Posted July 19, 2019 FYI, this mechanic is also in place for the other anchored debuff toggles (Darkest Night, Snow Storm, etc.) Uuniverse
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